This script allow you to offset skinned mesh's bones position (and their animation) according to a new mesh (must be blendshapable). Useful when your mesh changed or if you need to skin a bunch of object with same topology.
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/////////////// matchingGeom.mel ////////////// // // //Author: Christophe Brugal (tof@grabulle.com) //Copyright (C) 2009 Christophe Brugal //www.grabulle.com // //Version: 1.12 // // Function : // This script allow you to offset skinned mesh's bones position (and their animation) according to a new mesh (must be blendshapable). // Useful when your mesh changed (but the topology is the same) or if you need to skin a bunch of object with same topology. // // Usage : // Select a skinned object with blendshape node attached (works only with a single blendshape). // Then type : // Source "matchingGeom.mel"; matchingGeom(); // Bones will be moved according to the skinning weight informations so animations done with the old mesh are still compatibles with the new mesh. // // ////////////////////////////////////////////////
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